New Twitter study gives tons of stats on users

You probably already know this by now, but there are a lot of people using Twitter. A new study conducted by Beevolve gives us an insane amount of statistics on these users, gauging everything from how many followers the average user has to which background color is used the most by females and males. The study – which surveyed a total of 36 million Twitter profiles – may confirm a lot of the stuff you already assumed about Twitter, but there are some surprises to be found in the results.


For instance, you might assume that more Twitter users are female, and you’d be right. Beevolve’s study, which has been aptly titled “An Exhaustive Study of Twitter Users Across the World,” says that 53% of Twitter users are female, with 47% of users male. Were you thinking that the majority of Twitter users were teenagers or young adults? You’d be right there too, with Beevolve’s study finding that 73.7% of Twitter users are aged 15 to 25. However, it’s also worth pointing out that only 0.45% of Twitter users disclose their age.

How about this one: when it comes to background color preference, which color to do you think females prefer most? If you said pink, you’re wrong, and shame on you for falling back on gender stereotypes. It’s actually purple (Eminence if we’re being specific), while males prefer darker tones, with steel grey taking the lead by a pretty large margin. Beevolve found that the majority of Twitter users have less than 50 followers, just as the majority are following less than 50 people.

Females seem to be a bit more active on Twitter than males are, with the study claiming that males have tweeted an average of 567 times, while females have tweeted an average of 610 times. “Love” is the most popular word used in Twitter bios, and Family is easily the most popular subject for users aged 15 to 65. There’s a lot more to Beevolve’s survey than what we’ve talked about here, so be sure to check the full survey out for even more ridiculous statistics. Just be careful – when it calls this an “expansive” study, it isn’t kidding, and you may just get lost in the absurd amount of information the survey provides.


New Twitter study gives tons of stats on users is written by Eric Abent & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Nielsen says game consoles get men to use TV more: hurray, we think

Nielsen says game console use gets men to use TV more hurray, we think

We’re not sure if we should always cheer figures that reflect sedentary behavior. Still, chalk one up for greater (if superficial) gender equality. Nielsen finds that, as of this past March, men who owned a modern game console like the PlayStation 3, Xbox 360 or Wii were using their TVs almost as much as women: while males in the broader population typically spend 37 fewer minutes in front of the big screen every day than females, that gap shrank to a negligible 11 minutes when console use came into play. Unfortunately, the agency doesn’t say just what’s getting men to tune in for that much longer. Gaming is the most likely culprit, but a raft of streaming video options could have some of those refined couch potatoes watching Hulu or Netflix instead of playing one more round of Gears of War. If consoles have people of all genders spending more time together, we’re in favor of it; given that men still spend over twice as much time on consoles as women, though, it’s clear there’s still a bridge to cross if we want more of a balance in the kinds of TV activity we enjoy.

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Nielsen says game consoles get men to use TV more: hurray, we think originally appeared on Engadget on Fri, 05 Oct 2012 13:49:00 EDT. Please see our terms for use of feeds.

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Apple climbs to second place in best global brand survey

According to a survey conducted by Interbrands to determine the best global brands of 2012, Apple came in second on the list of the best global brands with an estimated brand value of $76.5 billion. The company moved up five spots since last year’s results when they placed seventh on the list in 2011.

Coca-Cola won out the top spot with a brand value of $77.8 billion. Apple beat out other huge international corporations like McDonald’s, IBM, Google, Microsoft, Intel, and even Samsung. Also, in 2009, Apple was down in 20th place on the list, so in a matter of just three years, the company moved all the way up to a very respectable 2nd place.

That achievement gives Apple the “top riser” moniker by Interbrand. Plus, with only a small gap between Apple and Coca-Cola, it could be as soon as next year when we see Apple take the top spot. You can view the full top-ten list below, with each company’s estimated brand value posted next to the respective company.

1. Coca-Cola — $77.8 billion
2. Apple — $76.5 billion
3. IBM — $75.5 billion
4. Google — $69.7 billion
5. Microsoft — $57.8 billion
6. General Electric — $43.6 billion
7. McDonald’s — $40 billion
8. Intel — $39.3 billion
9. Samsung — $32.8 billion
10. Toyota — $30.2 billion

It’s a little bit of a surprise to see Samsung only at number nine on the list. They’ve arguably been dominating the Android smartphone market with their Galaxy S III, Galaxy Nexus and the Galaxy Note series. It’s easily possible that by next year, they’ll jump up a few spots and sneak their way into the top 5 alongside Microsoft or even Google.

[via TUAW]


Apple climbs to second place in best global brand survey is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Sandia Labs’ MegaDroid project simulates 300,000 Android phones to fight wireless catastrophes (video)

Sandia Labs' MegaDroid project simulates 300,000 Android phones to fight wireless catastrophes video

We’ve seen some large-scale simulations, including some that couldn’t get larger. Simulated cellular networks are still a rare breed, however, which makes Sandia National Laboratories’ MegaDroid project all the more important. The project’s cluster of off-the-shelf PCs emulates a town of 300,000 Android phones down to their cellular and GPS behavior, all with the aim of tracing the wider effects of natural disasters, hacking attempts and even simple software bugs. Researchers imagine the eventually public tool set being useful not just for app developers, but for the military and mesh network developers — the kind who’d need to know how their on-the-field networks are running even when local authorities try to shut them down. MegaDroid is still very much an in-progress effort, although Sandia Labs isn’t limiting its scope to Android and can see its work as relevant to iOS or any other platform where a ripple in the network can lead to a tidal wave of problems.

Continue reading Sandia Labs’ MegaDroid project simulates 300,000 Android phones to fight wireless catastrophes (video)

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Sandia Labs’ MegaDroid project simulates 300,000 Android phones to fight wireless catastrophes (video) originally appeared on Engadget on Wed, 03 Oct 2012 17:24:00 EDT. Please see our terms for use of feeds.

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Present-day smartphones have fewer toxic chemicals, study finds

Most of us (hopefully) know that our smartphones aren’t just snazzy glass, aluminum, and plastic, and that there are actually some hazardous materials lurking on the inside. The components of most smartphones are made using nasty stuff like PVC, mercury, tin, flame retardants, and lead, and though those chemicals and metals don’t pose much of threat to you while they’re all locked up inside your device, they could potentially contaminate the air and water if smartphones aren’t disposed of properly.


That’s the problem, too: for the most part, consumers typically don’t recycle their smartphones like they should, which could lead to environmental issues that no one wants to deal with. There is a glimmer of hope, however, as a new iFixit and HealthyStuff.org study has found that present-day smartphones contain fewer toxic chemicals than smartphones of the past. iFixit and HealthyStuff tore apart 36 different new and old smartphones for this test, including the iPhone 5. Once they had a look around to determine the amount the toxic chemicals present in each phone, each device was rated on a scale of 0 to 5, with 0 being the best possible score and 5 being the worst.

Of the devices tested, six were given a ranking of “low concern,” including the iPhone 5, the Motorola Citrus, and the Samsung Evergreen. 24 of the device were labeled as “medium concern,” including the Samsung Galaxy S III, the Motorola DROID X, and the BlackBerry Bold 9000, while the remaining six were grouped into the “high concern,” category. Phones that were given a high concern ranking include the Nokia N95, the iPhone 2G, and the BlackBerry Storm 9530.

So, while there are still some pretty dangerous phones floating around out there, manufacturers are getting better at making their handsets more environmentally friendly. Apple in particular is showing great improvement with this test – while the second generation iPhone was given the worst possible score, both the iPhone 4S and the iPhone 5 were placed among the six best-rated handsets. iFixit and HealthyStuff warn that there is still progress to make, and even though the overall trend shows a reduction in these dangerous chemicals, “‘better’ is not ‘perfect.’” Let’s just hope that manufacturers keep it up and make handsets that are even more safe in the future.


Present-day smartphones have fewer toxic chemicals, study finds is written by Eric Abent & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Microbial music: Using sound to represent data from the deep blue sea

Microbial music: Using sound to represent data from the deep blue sea

Science and music, many would say opposite sides of the same coin. Unless you’re DOE biologist Peter Larsen at the Argonne National Laboratory, who would probably argue your legal tender has been double-headed all along. While Larsen is more likely to be studying the intricacies of microbes than Miles Davis, his latest work puts the two of them closer than ever before. Faced with the task of studying vast amounts of microbial data gathered from the English Channel, the biologist explored alternative ways of making sense of it all. While he could have made a spiffy set of charts, Larsen claims that there are certain parameters, like sunlight and temperature, that give the data a structure that lends itself to musical representation.

While classical music might seem the typical choice, due to the irregular nature of the data, the result is more free-form jazz, yet still surprisingly musical. If you were wondering if there is something particularly groovy about the microbes in the English Channel, there isn’t. Larsen and his colleagues used a similar idea in previous work looking at the relationship between a plant and a fungus. This isn’t the first time data has been “sonified,” but these processes that might initially seem to have no relation to music, rhythm and melody, actually highlight the patterns in natural phenomena. Want to get down to the microbial beat? You can hear a sample at the more coverage link.

[Image Credit: Argonne National Laboratory]

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Microbial music: Using sound to represent data from the deep blue sea originally appeared on Engadget on Tue, 02 Oct 2012 12:38:00 EDT. Please see our terms for use of feeds.

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Fabricated: Scientists develop method to synthesize the sound of clothing for animations (video)

Fabricated Scientists synthesize the sound of moving clothing, but you'll still need the Wilhelm Scream

Developments in CGI and animatronics might be getting alarmingly realistic, but the audio that goes with it often still relies on manual recordings. A pair of associate professors and a graduate student from Cornell University, however, have developed a method for synthesizing the sound of moving fabrics — such as rustling clothes — for use in animations, and thus, potentially film. The process, presented at SIGGRAPH, but reported to the public today, involves looking into two components of the natural sound of fabric, cloth moving on cloth, and crumpling. After creating a model for the energy and pattern of these two aspects, an approximation of the sound can be created, which acts as a kind of “road map” for the final audio.

The end result is created by breaking the map down into much smaller fragments, which are then matched against a database of similar sections of real field-recorded audio. They even included binaural recordings to give a first-person perspective for headphone wearers. The process is still overseen by a human sound engineer, who selects the appropriate type of fabric and oversees the way that sounds are matched, meaning it’s not quite ready for prime time. Understandable really, as this is still a proof of concept, with real-time operations and other improvements penciled in for future iterations. What does a virtual sheet being pulled over an imaginary sofa sound like? Head past the break to hear it in action, along with a presentation of the process.

Continue reading Fabricated: Scientists develop method to synthesize the sound of clothing for animations (video)

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Fabricated: Scientists develop method to synthesize the sound of clothing for animations (video) originally appeared on Engadget on Wed, 26 Sep 2012 23:40:00 EDT. Please see our terms for use of feeds.

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iPhone repairs since 2007 top $5.9 billion, survey claims

It isn’t exactly a secret that the iPhone is a little on the delicate side, and with so many people across the country using an iPhone, a number of those users are bound to have some accidents from time to time. Of course, Apple will help us get our iPhones repaired when the grim reaper takes them, which begs the question: just how much do we spend on iPhone repairs? A new study from SquareTrade gives us the answer to that question, and it’s safe to say the amount we’ve spent on iPhone repairs is staggering.


Since the release of the first iPhone back in 2007, Americans have spent $5.9 billion dollars on iPhone repairs. SquareTrade’s infographic breaks that number down for us nicely, saying that figure is $100 million more than Mitt Romney and Barack Obama will spend on their presidential campaigns combined. That $5.9 billion figure is 29 times more than we spend on contraceptives each year, and it’s twice the amount Americans spend on toilet paper each year as well.

iPhone users reporting accidental damage is 10 times more common than users reporting lost or stolen phones, and SquareTrade’s study says that 30% of users have their damaged their iPhone in the past twelve months. When it comes to how these phones actually get damaged, by far the most common method is dropping the iPhone while holding it (30%), followed by immersing it in liquid – which we’re going to assume means dropping it in the toilet – at 18%. 13% of users report that their iPhone was damaged when it fell out of their lap, with knocking the iPhone off a table (11%) and spilling liquid on it (9%) rounding out the list.

Of course, not all of these users will pay the fee to get their iPhone repaired, and 12% of respondents said that they just put up with a cracked screen. As if dealing with a cracked screen wasn’t already bad enough, 6% said that they’ve gone as far as taping their iPhone back together. SquareTrade’s study surveyed 2,000 US iPhone users, and then the company – which offers warranties on devices like the iPhone, by the way – extrapolated that data using information on the iPhone market size from comScore. Click the thumbnail below to see SquareTrade’s full infographic, and tell us – what do you think of this data?

iphonerepairs_squaretrade


iPhone repairs since 2007 top $5.9 billion, survey claims is written by Eric Abent & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Free-to-play games account for 50% of the European game market according to data

If you’ve ever wondered just how popular the free-to-play model has become, new data from Ipsos Media CT and ISFE has suggested that free-to-play games have accounted for half of the European games market in the last 12 months, a pretty impressive figure we have to admit! According to their definition of half the market, it means that free-to-play games accounted for 50% of titles acquired during that 12 month period.

For those unfamiliar with the free-to-play model, it’s basically where the game itself is offered for free. Instead the developer makes money by charging gamers for micro-transactions that are either purely cosmetic or are needed if gamers want to advance to the next level. Personally I’d rather buy a game right off than having to pay for micro-transactions, but as we can see if this data, not everyone feels the same way. What about you guys? Do you prefer the free-to-play model or would you rather just pay a one-off fee?

By Ubergizmo. Related articles: Star Wars: The Old Republic adds free-to-play option, iPhone 4S Sales to Decline until the next iPhone Arrives,

Nexi robot helps Northeastern University track effects of shifty body language (video)

Nexi robot helps Northeastern University reveal shifty body language video

MIT’s Nexi robot has been teaching us about social interaction for years, and has even done a stint with the US Navy. Its latest role, however, involved studying those moments when society falls apart. Northeastern University researchers made Nexi the key ingredient of an experiment where subjects were asked to play a Prisoner’s Dilemma-style game immediately after a conversation, whether it was with a human or a machine. Nexi showed that humans are better judges of trustworthiness after they see the telltale body language of dishonesty — crossed arms, leaning back and other cues — even when those expressions come from a collection of metal and plastic. The study suggests not just that humans are tuned to watch for subtle hints of sketchy behavior, but that future humanoid robots could foster trust by using the right gestures. We’ll look forward to the friendlier machine assistants that result… and keep in mind the room for deception when the robots invariably plot to take over the world.

Continue reading Nexi robot helps Northeastern University track effects of shifty body language (video)

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Nexi robot helps Northeastern University track effects of shifty body language (video) originally appeared on Engadget on Wed, 12 Sep 2012 08:32:00 EDT. Please see our terms for use of feeds.

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